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4001 Uppsatser om Game project - Sida 13 av 267
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
Att planera ett storskaligt krishanteringsprojekt : En fallstudie om MSB:s ebolainsats i Västafrika 2014-2015
In 2014-2015 a large-scale Ebola epidemic occurred in West Africa. The Swedish Civil Contingencies Agency was given the order to conduct the Swedish response. The purpose of this case study was to investigate the impact on project planning of the three factors: the nature of the crisis, political initiative and developing countries. In this case study the crisis was an epidemic, and the project was initiated by the Swedish Government and conducted in two developing countries. The results were intended to contribute to developed understanding and recommendations for future project managers in similar projects.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.
En studie om individers upplevelser av arbetslöshet, mindfulness och stress
The aim of the study was to examine individuals' experiences of participating in 5 week mindfulness program as a tool for job seekers. Qualitative methods were used to interview three students and two mindfulness educators. The informants were asked to answer questions about their experiences of having participated or practiced mindfulness in the project. The results showed that all respondents experienced the project as positive. The participants describe that the project helped them to get out and meet other people and with routines in their life. The participants also said that unemployment caused alienation and they felt themselves to have poorer health when they were unemployed.
Färg möter ljus - med inspiration från staden
This project is about color and light and how it affects the atmosphere in the city. I choseto look closer into the central parts of the city, a place where I often feel a lack of lightand color, especially during the winter season. In the beginning of the project I made ananalysis of how intense colors are used in the city and how we can use color as a tool tocreate effectful spaces. Further into the project I chose to look closer into the effects thatare made by the facades, how the light from the windows affects the room outside when the dark falls. At the end of the project I caught a feeling inspired by the city and applied it into an installation of light..
Speloist
This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.
Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Förstudier av kommersiella fastigheter : En analys av arbetssätt ur ett projektledarperspektiv
This thesis is written at WSP management and investigates the practice of pre-project planning and feasibility studies at Swedish construction companies, through the study of the ongoing feasibility study of the mall Sturegallerian in Stockholm, and through interviews with experienced project managers in the construction industry. There is currently a big span in the way Swedish construction companies plan the pre-project phase and the aim of this thesis is to present a more generic and standardized way that helps minimize project risks and maximize efficiency and profit. The result is a generic model which can be used in pre-project planning. The model describes the phases in the preproject planning process and the activities that span these phases. Is also describes the categories of professions that need to participate in the preproject planning group and which activities that each profession executes. The other result is a list of factors that need to be considered for a well performed pre-project phase, as found during the interviews. Among others the thesis stresses the importance of involving the client as a key participant in the process.
Controllerns roll i utvecklingsprojekt : Fallstudie hos Volvo CE och Scania CV
In order for companies to be competitive they perform different types of development projects. Due to globalization a greater focus is added on costs, not least on costs in development projects. Project controllers are involved in development projects in order to review the financial aspects. The authors have examined the role that project controllers hold in respect of two Swedish manufacturers, Volvo CE and Scania CV. The investigation has revolved around three main issues where the authors conducted interviews with controllers that do not work in development projects and project controllers in development projects. The goal of the interviews was to gain a greater understanding of the role of project controllers, how this role will differ from those that do not work in development projects and the difficulties faced by project controllers.
Ett fönster in till den stora biblioteksvärlden : en uppsats om GÖK-projeket, med tyngdpunkt på Linnestadens bibliotek i Göteborg
This master's thesis deals with the public library project called the GÖK-project, whichconcerned three Swedish public libraries: Linnestaden (Göteborg), Örnskoldsvik and Kalmar.The general outlines for the project were: reconsideration of the conception of the literaryquality, improvement of the library services, adjustment to the library user and reconsiderationof the conception of adult education to the public libraries of the 90s. The projectcaused a big national debate with effort put on the conception of the literary quality.The topic of this master's thesis is partly the GÖK-project and its general outlines, partly theaccomplishment of the project, the main point put on the public library in Linnestaden(Göteborg)..
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
kärlek och förändring i femtiotalets Paris : Françoise Sagan och Claire Etcherelli
The aim of this essay is to get deeper into the mysteries of love as they manifest themselves as most open: in literature. I have studied the two French writers Claire Etcherelli and Françoise Sagan, both writing about love in the 50?s Paris. While Etcherelli?s love takes place between factory workers, Sagan?s scene is the upper middle class.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Projektdokumentation : Kritiska framgångsfaktorer
Projects of all kinds generate documentation that needs to be organized and stored for future use. Well adapted tools, together with a unified modus operandi need to be available for both the project members and those having a more organizing role if an organization is to be effective.A study of the tools available to project members at Svenska Kraftnät have been performed along with an analysis of the guidelines for the tools' usage. The study has focused on the needs of the project members, not the organization as a whole, thus providing a bottom-up approach to the problem instead of the more organizational top-down approach. Interviews of around 20 project members, whose roles include project leaders, technical experts and documentation supervisors, have been conducted to get an idea of the practical problems that exists.All systems, except for a local network storage device, were found to at least meet Svenska Kraftnät's current demands. The usage guidelines, however, covers only the general process that a project should follow and lacks detailed information on a per system level in several areas.
?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik
The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.